#define SM_LIGHTTYPE_DIRECTIONALLIGHT
#define SM_FLOAT 1
#define SM_ESM 1
#define SM_DEPTHTEXTURE 0
#define SM_NORMALBIAS 0
#define SM_DIRECTIONINLIGHTDATA 1
#define SM_USEDISTANCE 0
#define SM_SOFTTRANSPARENTSHADOW 0
#define NUM_BONE_INFLUENCERS 4
#define BONETEXTURE
#define SHADER_NAME fragment:shadowMap
precision highp float;
varying float vDepthMetricSM;
uniform vec3 biasAndScaleSM;
uniform vec2 depthValuesSM;
#define CUSTOM_FRAGMENT_DEFINITIONS
void main(void)
{
float depthSM=vDepthMetricSM;
depthSM=clamp(exp(-min(87.,biasAndScaleSM.z*depthSM)),0.,1.);
gl_FragColor=vec4(depthSM,1.0,1.0,1.0);
return;
}